We’ve met the cast, seen action-packed trailers, and been wowed by a closer look at the game’s central villains. Today, we can detail the gameplay snapshot of Frey’s Journey thanks to a recent experience. practice with Forspoken.
This time is spent in a sprawling valley that is ripe for playing – and exploring – with mystical parkour and testing several magical spells unlocked for this demo. There are five objectives dotted around the map, taking players on mission-based tours of Frey’s skills and the challenges she will face. However, the topography of the region is an open invitation to detour: mountain paths, floating blocks of rock, gigantic bridges, lakes and ravaged villages. A brief tutorial at the valley entrance aside, free exploration awaits.
A fast spell caster
This tutorial introduces Frey’s magic-infused mobility, combat options, and crucially, how the two are related. A few slow humanoids to test these abilities allow for relaxed experimentation. At the end of the demo, a tense battle against a ferocious and swift alligator-like being tests everything learned so far. Juggling attack and support magics and knowing when – and how – to cast them, precisely using parkour to accent these spells and dodging out of harm’s way.
Enemy design, even in this short slice of the game, is varied, though you’ll need to either do a wrist swipe or activate photo mode to stop their aggression long enough to admire their appearance.
Between these clashes that limit my playing time, a multitude of enemy types dot the land, ready to be fought or outrun: roaming mobs of corrupted souls and aggressive herds of deer, golden-horned crocodiles, winged aggressors. An objective directs Frey to a bridge patrolled by bow-wielding demons who, when taken down, give way to a larger mini-boss adversary. They are servants of the Tantas, the malevolent rulers of Athia, whom Frey will eventually face one by one. Whatever form these matchups take, conquering each one will see Tanta’s power added to your arsenal. At the start of the demo, I can draw from two sets: Frey’s earth magic as well as Tanta Sila’s fire spells.
The demo ends with a boss fight against a modified Quinkana, all tooth and tail, requiring quick moves to conquer. This is also a great opportunity to use Sila’s Crucible support magic, which c asts a wall of fire around Frey.
juggling spells
Each magic set is divided into two parts: several support types and a trio of attack types. L2 triggers the first, R2 the second. Each spell has a different cooldown period and a specific way to cast it, whether pressing, holding, or charging. Holding a trigger can allow you to aim for a spell’s impact area before releasing it, charging the force of another spell, or casting a continuous cascade of selected magic. Each cast has a unique feel thanks to the haptic feedback of the PS5 DualSense controller.
Press L1 and R1 simultaneously to open a circular menu and select the current magic deck. Use L1 or R1 to bring up a circular menu for attack support, roll to the chosen type with the left stick and release to lock that spell into part of a preset loadout. You have magic set loading, with a quick switch between left or right on the D-Pad.
Use Bind Support magic to control crowds, trap enemy groups so you can land health sapping attacks, or focus on stragglers.
Frequent changes are recommended and necessary, as each spell is designed to best tackle a certain number or type of enemy. Changing loadouts is also a good way to find powerful complementary spells. An early favorite is Sila’s Crucible (Support) and Rage Slice (Attack). The first is a castable firewall that surrounds Frey. Any enemies that venture into it will burn, but this also improves his attack power when fighting enemies within the compound. Rage Slice is a melee combo whose finisher sends enemies flying backwards – straight into flames.
A world to explore
As with any action RPG, there is no mystical size. Elemental resistance is a factor to one. Text pop-ups during attacks will let you know if an enemy is resistant to certain types of spells. But play it more tactically – and digest some knowledge – with a scan of your armband (up on the D-Pad) when you’re nearby before the clash. The camera will zoom in on any enemy within the scan radius, with the sentient wristband on your arm sharing the necessary detail. (A quick and brief shoutout to Forspoken’s larger menu design, the fish-eye lens approach allows for visually appealing scrolling through the various tabs.)
Collect mana to unlock new spells. Customization options for Frey’s outfit not shown: each dress, necklace, and nail color provides different buffs. Combine to create a set of perks that matches your playstyle.
From fish’s eye to eagle’s eye: dotted across the land are stone belfries. Activating scan once inside will launch a panoramic vantage point from above, highlighting nearby areas of interest. Pick one to track on the UI, and at any time you can summon a compass, a golden thread that will fly up to direct you to your target. You are always free to move around and change quests on the fly. The belfries are not the only stone monuments to discover: others unlock objects. One triggered a side quest, both a flashback and a timed challenge that played out in a nearby abandoned fort, as I had to defend civilians against enemy wave attacks for a while.
You’ll also discover refuges, small huts that offer Frey respite from outside dangers. There are several interactive elements in each, including a small library, from which you can select Spellcraft Challenges, pinning these secondary objectives to an on-screen task list. All grant permanent buffs – such as using a spell that fills part of your stamina bar – for the cost of meeting certain criteria.
For my game, these were combat-specific, pushing me to incorporate Frey’s parkour into encounters, that key flamboyance to bring out the beauty of the combat system. A ground-based Blast Slice, for example, will launch a magic spear at a targeted enemy. Performing the spell in the air will trigger a ground slam, with multiple spears undulating from the ground from the point of impact. There are whip-like strikes, mid-air flail attacks… movement coupled with button combos unleashes a whirling dervish. As much as all spells have cooldowns, your parkour is tied to a stamina bar. Judicious use of the necessary dodges so as not to exhaust it and leave you open to attacks.
Frey is fast, fast fighter. Such speed along with an elaborate spell system, tracking multiple enemies and their attack patterns as well as recording on-screen prompts takes time to acclimate to, which shouldn’t be a problem. when you get into the actual game rather than receiving a sequel. tools right from the start. There were increasingly frequent moments when the add-on systems clicked and I found myself lost in the flow of battle as expected. Above all, despite the speed and flashy movements, I still feel completely in control of Frey. Still, a welcome ability tied to Sila’s magic allows you to briefly slow time and lock onto and dash towards an enemy. A magic grappling hook was both about escaping immediate danger, but also about getting close enough to land a killing blow if prompted.
Flow allows for satisfying traversal across the world
This zip ability doubles as a traversal tool outside of combat, using glowing rocks as anchor points to jump further and further. It becomes a useful skill when combat turns to flight, spells are locked away, and I start speeding through the land. There is a simple joy in parkour, named in the game Flow. Start heading in any direction, hold Circle and go. You can take your finger off the button for a few seconds to either jump into a jump or pan the camera (flow-powered jumps are also essential for launching aerial attacks in combat). So, although the scale of the valley is enormous, the crossing is pleasantly fast.
The distant horizon beckons, but Secrets of Athia will have to wait a few more months, when the game launches on PS5 on January 24 next year.